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DirectCompute is a new graphics feature of Direct3D 11 that allows for ultra-fast shaders to be created and used within the DirectX graphics runtime. The results are much faster execution of graphics processing (GPU) intensive algorithms as well as rendering of complex scenes that are impossible to implement in software.
Tessellation allows for more detailed surfaces within a 3D scene. From a software standpoint, it is possible to generate graphics that appear more realistic with higher quality textures and more complex geometry than what you can accomplish with screen-space tessellation. However, hardware is actually a lot more efficient at generating tessellated geometry than the software is. While it may seem like a throwback to the late ’90s for game developers, it’s actually an important part of the DirectX 11 development environment.
DirectX is a framework designed to help you create high-performance, real-time 3D graphics applications. We can use Direct3D to implement the OpenGL API with the same functionality in the same way using Shader Model 2 (SM2), Shader Model 3 (SM3) or Shader Model 4 (SM4). To achieve this, we will use the DirectX back-end to implement a high-level API such as OpenGL, OpenGL ES, OpenVG, OpenCL or even Direct3D.
In DirectX 11 the image-processing pipeline consists of four main components, which are rasterization, Z/Stencil Passes, Fill, and Blend. In order to enable both spatial and temporal aspects of applications to be addressed, namely the quality of the screen update, as well as the quality of the screen update and the level of graphics detail, DirectX 11 supports both first- and second-generation rendering technologies for the desktop. And this means not just a single rasterizer. Rather, one rasterizer in the DirectX subsystem and one rasterizer in the Direct3D subsystem.
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More generally, if you know Visual C++ and Windows programming then Direct3D 11 is a good place to start. Even if you dont know much about programming, with some patience and perseverance you can learn a lot about Direct3D programming by poking around the API. Getting started with that seems to be much easier for most game developers than DirectX 11 basics.
To get started with DirectX 11, you can start with the DirectX SDK, which is available for download from Microsoft, and from the beta version of Windows 7 SP1 and Windows 8.1 it is also included in the Windows Server 2008 R2 and Windows Server 2012 R2 versions. Once you have installed the DirectX SDK, you need to download the components needed for Direct3D programming. The DirectX SDK contains lots of headers and.lib files that you need to link against, and also includes the Microsoft Platform SDK. If you have Visual Studio installed on your machine, then you can download and install the DirectX SDK Components Visual Studio Addin. If you dont, you can also download the DirectX SDKs C Runtime DLL from Microsoft. You can install these either to the C:\Program Files\Microsoft SDKs directory, or C:\Program Files\Microsoft Platform SDKs.
If you have a DirectX SDK, you can download the included tools for Windows such as VS11 Compilers, and VS11 DirectX and Graphics SDK. There is also a DirectX SDK part of the Windows SDK, that doesnt require VS for configuration and development. The DX11 Dev Sub Kit contains all you need to develop for Patched DirectX Version 11.
Now, you might be wondering about the range of capabilities that you get for this low price. DirectX 11 provides geometry and tessellation shaders, command lists, transform feedback, input and sound, lighting, rendering-to-texture (RTT), and a wide range of fixed and variable function calls.
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Who Uses DirectX 11 and Why Is It Important?
DirectX* is the application programming interface (API) developed by Microsoft for Windows and Xbox. This tutorial demonstrates the new interface that introduces C++ classes to facilitate C programming, and makes it easier to interface directly with both D3D and Direct3D. The HLSL compiler is deprecated and will be removed in DirectX9.0c. DirectX9.0c calls into the CLR, and the new interface introduces C++ classes, making it easier to interface directly with both D3D and Direct3D.
HLSL* is the high-level shading language used to program 3D graphics hardware in the DirectX family. It contains some higher-level abstractions than are available in C or C++, allowing the programmer to concentrate on the geometry and the shaders that actually draw the 3D scene. In addition to geometry and other “static” objects, the HLSL programming language allows you to program “dynamic” objects, such as textures, geometry, and shaders.
Direct3D is a DirectX API that is designed to make it easier to program the 3D aspects of the DirectX pipeline. This tutorial shows how to implement a complete C interface to a Direct3D game, with no need for file I/O or CRT calls.
Treating large volumes of geometrical data stored in texture memory as one large map is generally considered a significant bottleneck in DirectX 11 games. Textures are used in almost all DX11 games to store the geometric data of objects, and are automatically packed into data chunks by the game. The performance of allocating and accessing the textured data is significantly affected by the performance of accessing the data chunks. This is also an important bottleneck for games. Textures with huge data chunks are usually processed through the so-called back-end fetch operations to simulate fast access. This is implemented through a special procedure called
texload, which is similar to a thread block. The thread block gathers the data chunks from the back-end map, resulting in a huge performance bottleneck. In this article, we will explore the DX11 fetch operations using a very specific implementation called the Map-Based Back-End Loader for performance analysis and discussion. This method is also extended to DX12, which is very portable. At the same time, we also introduce the Cache-Based Back-End Loader, which can be used on the CPUs with uniform texture access access regardless of its structure. A large number of experiments were conducted on different platforms to demonstrate the performance scalability of back-end fetch operations.
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DirectX 11 Features
- Shader Model 4.0
- OpenGL 1.1
- OpenGL 4.0
- Direct3D 11
- DirectCompute 7.0
DirectX 11 System Requirements
- i7-8xxx/8xxx-2xxx Core
- 4GB+ RAM
- 5GB Hard Drive Space Required – 8GB recommended
- Nvidia GeForce 8600 or higher (Nvidia 8xxx or 9xxx Series)
- Intel HD 4000 or higher (AMD R7xx Series)
- AMD Quad-Core or better CPU
- Windows 7 or Windows 8 (64 bit)
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